class CrossbowFireNew extends SRShotgunFire;

simulated function bool AllowFire()
{
	return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire);
}

function float MaxRange()
{
    return 2500;
}

function DoFireEffect()
{
   Super(SRShotgunFire).DoFireEffect();
}

function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
    local Projectile p;

    p = Super.SpawnProjectile(Start,Dir);
	
	if ( SRPlayerReplicationInfo(Weapon.Instigator.Controller.PlayerReplicationInfo).ClientVeteranSkill == class'SRVetPhantom' )
	{
		CrossbowArrow(p).DamageTypeHeadShot = class'DamTypeSilentCrossbow';
		CrossbowArrow(p).MyDamageType = class'DamTypeSilentCrossbow';
	}
	
	return p;
}

defaultproperties
{
	bSilentWeapon = true
	InvisExpence = 8.0
	
     EffectiveRange=2500.000000
     maxVerticalRecoilAngle=200
     maxHorizontalRecoilAngle=50
     FireAimedAnim="Fire_Iron"
     bRandomPitchFireSound=False
     FireSoundRef="KF_XbowSnd.Xbow_Fire"
     NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire"
     ProjPerFire=1
     ProjSpawnOffset=(Y=0.000000,Z=0.000000)
     bWaitForRelease=True
     TransientSoundVolume=1.800000
     FireForce="AssaultRifleFire"
     FireRate=1.800000
     AmmoClass=Class'KFMod.CrossbowAmmo'
     ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
     ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
     ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
     ProjectileClass=Class'KFMod.CrossbowArrow'
     BotRefireRate=1.800000
     aimerror=1.000000
     Spread=0.750000
     SpreadStyle=SS_None
}
